Hype Dog - Swampert (F)Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.KOs: 12

Abilities:Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.Damp: (Dream World; Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Hakumen the Kitsunoh(Move your mouse to reveal the content)Hakumen the Kitsunoh (open)Hakumen the Kitsunoh (close)

Hakumen - Kitsunoh (M)Nature: Impish (Adds one Rank to Defense; Subtract one Rank to Special Attack)Type: Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.KOs: 7

Abilities:Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.Limber (Innate) This Pokemon’s body is well trained and immune to paralysis.Cursed Body: (Dream World; Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Chrysalis the Starmie(Move your mouse to reveal the content)Chrysalis the Starmie (open)Chrysalis the Starmie (close)

Chrysalis - Starmie (-)Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Attack)Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.KOs: 3

Abilities:Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Levitate (Command only): The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.Analytic: (Dream World) LOCKED.

Ludicolo - Marge (F)
KOC: 4Nature: NaughtyType: Water/GrassGrass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.Rain Dish: (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Mr. Mime - Mind (F)
KOC: 10Nature: TimidType: PsychicPsychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Combinations with moves that carry positive priorities (such as Protect and Wide Guard) stack, so Swampert's Protect + Wide Guard should be able to cover and protect all of my Pokemon in A1. I could be wrong though.

Hype Dog: Waterfall @Infernape ~ Wide GuardSub: IF you are targeted by a damaging Grass move, THEN use Mirror Coat and push actions down.Sub: IF you are taunted on A2, THEN use Hydro Cannon @Infernape.

Hakumen: Fake Out @Ludicolo ~ EarthquakeSub: IF Swampert does not use Wide Guard on A2, THEN use Shadowstrike @Mr. Mime.

Chrysalis: Light Screen ~ SurfSub: IF you are taunted, THEN make A1 into Hydro Pump @Infernape.
Sub: IF Swampert does not use Wide Guard on A2, THEN use Hydro Pump @Infernape.

Chrysalis: Camouflage (On Grass, become Grass-type) ~ BlizzardSub: IF Camouflage won't change your type for whatever reason, THEN use Recover on A1.Sub: IF Hakumen uses Magic Coat on A1, THEN use Blizzard and push actions down. This sub takes precedence over the top one.

Chrysalis: Substitute (20 HP) ~ BlizzardSub: IF Mr. Mime uses Snatch on you during A1, THEN use Blizzard.Sub: IF Hakumen uses Magic Coat on A1, THEN use Blizzard and push actions down. This sub takes precedence over the top one.